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<article id="content">
<header>
<h1 class="title">Module <code>py3dtilers.Texture.atlas_node</code></h1>
</header>
<section id="section-intro">
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">import numpy as np
from pathlib import Path
from PIL import Image
from ..Texture import Rectangle, Texture


class Node(object):
    &#34;&#34;&#34;
    The class that represents a node in the tree representing the Atlas.
    It should be associate with at least a rectangle.
    &#34;&#34;&#34;
    tile_number = 0

    def __init__(self, rect=None):
        self.rect = rect
        self.child = [None, None]
        self.image = None
        self.building_id = None
        self.node_number = 0

    def isLeaf(self):
        return (self.child[0] is None and self.child[1] is None)

    def set_tile_number(self):
        self.node_number = Node.tile_number
        Node.tile_number += 1

    def get_tile_number(self):
        return self.node_number

    def insert(self, img, building_id):
        &#34;&#34;&#34;
        :param img: A pillow image
        :param building_id: A building_id,
                        in order to be able to modify the UV later
        :rtype node: The tree by returning the calling node
                    when the image is insert in it. It is computed recursively.
        &#34;&#34;&#34;
        if not self.isLeaf():
            newNode = self.child[0].insert(img, building_id)

            if newNode is not None:
                self.child[0] = newNode
                return self
            else:
                newNode = self.child[1].insert(img, building_id)
                if newNode is not None:
                    self.child[1] = newNode
                    return self
                else:
                    return None
        else:
            # return None if the current Node already has an image
            if self.image is not None:
                return None

            # If the current image perfectly fits, we stop the insertion here
            # and add the current image to the current node
            if self.rect.perfect_fits(img):
                self.building_id = building_id
                self.image = img
                return self

            # If the current image does not fit in the current node, we can not
            # insert the image in further child nodes
            if not self.rect.fits(img):
                return None

            # If the current rectangle is bigger than the image, we then need to
            # create two child nodes, and insert the image in the first one
            self.child[0] = Node()
            self.child[1] = Node()

            width, height = img.size

            # Compute the difference in height and widht between the current
            # rectangle and image to insert in order to cut the current rectangle
            # either in vertical or horizontal and create two child nodes.
            dw = self.rect.get_width() - width
            dh = self.rect.get_height() - height

            if dw &gt;= dh:
                self.child[0].rect = Rectangle(
                    self.rect.get_left(),
                    self.rect.get_top(),
                    self.rect.get_left() + width,
                    self.rect.get_bottom())
                self.child[1].rect = Rectangle(
                    self.rect.get_left() + width + 1,
                    self.rect.get_top(),
                    self.rect.get_right(),
                    self.rect.get_bottom())
            if dw &lt; dh:
                self.child[0].rect = Rectangle(
                    self.rect.get_left(),
                    self.rect.get_top(),
                    self.rect.get_right(),
                    self.rect.get_top() + height)
                self.child[1].rect = Rectangle(
                    self.rect.get_left(),
                    self.rect.get_top() + height + 1,
                    self.rect.get_right(),
                    self.rect.get_bottom())

            # The first child is created in a way that the image always can be
            # inserted in it.
            self.child[0].insert(img, building_id)
            return self

    def createAtlasImage(self, city_objects_with_gmlid_key, tile_number):
        &#34;&#34;&#34;
        :param city_objects_with_gmlid_key: the geometry of the tile retrieved
                        from the database.
                        It is a dictionnary, with building_id as key,
                        and triangles as value. The triangles position must be
                        in triangles[0] and the UV must be in
                        triangles[1]
        :param tile_number: the tile number
        &#34;&#34;&#34;
        atlasImg = Image.new(
            &#39;RGB&#39;,
            (self.rect.get_width(), self.rect.get_height()),
            color=&#39;black&#39;)

        self.fillAtlasImage(atlasImg, city_objects_with_gmlid_key)
        atlas_id = &#39;ATLAS_&#39; + str(tile_number) + Texture.format
        atlasImg.save(Path(Texture.folder, &#39;tiles&#39;, atlas_id), quality=Texture.quality, compress_level=Texture.compress_level)
        return atlas_id

    def fillAtlasImage(self, atlasImg, city_objects_with_gmlid_key):
        &#34;&#34;&#34;
        :param atlasImg: An empty pillow image that will be filled
                        with each textures in the tree
        :param city_objects_with_gmlid_key: the geometry of the tile retrieved
                        from the database.
                        It is a dictionnary, with building_id as key,
                        and triangles as value. The triangles position must be
                        in triangles[0] and the UV must be in
                        triangles[1]
        &#34;&#34;&#34;
        if self.isLeaf():
            if self.image is not None:
                atlasImg.paste(
                    self.image,
                    (self.rect.get_left(), self.rect.get_top())
                )

                self.updateUv(
                    city_objects_with_gmlid_key[self.building_id].triangles[1],
                    self.image,
                    atlasImg)
        else:
            self.child[0].fillAtlasImage(atlasImg, city_objects_with_gmlid_key)
            self.child[1].fillAtlasImage(atlasImg, city_objects_with_gmlid_key)

    def updateUv(self, uvs, oldTexture, newTexture):
        &#34;&#34;&#34;
        :param uvs : an UV array
        :param oldTexture : a pillow image, representing the old texture
                        associated to the uvs
        :param newTexture : a pillow image, representing the new texture
        &#34;&#34;&#34;
        oldWidth, oldHeight = (oldTexture.size)
        newWidth, newHeight = (newTexture.size)

        ratioWidth = oldWidth / newWidth
        ratioHeight = oldHeight / newHeight

        offsetWidth = (self.rect.get_left() / newWidth)
        offsetHeight = (self.rect.get_top() / newHeight)

        for i in range(0, len(uvs)):
            for y in range(0, 3):
                new_u = (uvs[i][y][0] * ratioWidth) + offsetWidth
                new_v = (uvs[i][y][1] * ratioHeight) + offsetHeight
                uvs[i][y] = np.array([new_u, new_v])</code></pre>
</details>
</section>
<section>
</section>
<section>
</section>
<section>
</section>
<section>
<h2 class="section-title" id="header-classes">Classes</h2>
<dl>
<dt id="py3dtilers.Texture.atlas_node.Node"><code class="flex name class">
<span>class <span class="ident">Node</span></span>
<span>(</span><span>rect=None)</span>
</code></dt>
<dd>
<div class="desc"><p>The class that represents a node in the tree representing the Atlas.
It should be associate with at least a rectangle.</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">class Node(object):
    &#34;&#34;&#34;
    The class that represents a node in the tree representing the Atlas.
    It should be associate with at least a rectangle.
    &#34;&#34;&#34;
    tile_number = 0

    def __init__(self, rect=None):
        self.rect = rect
        self.child = [None, None]
        self.image = None
        self.building_id = None
        self.node_number = 0

    def isLeaf(self):
        return (self.child[0] is None and self.child[1] is None)

    def set_tile_number(self):
        self.node_number = Node.tile_number
        Node.tile_number += 1

    def get_tile_number(self):
        return self.node_number

    def insert(self, img, building_id):
        &#34;&#34;&#34;
        :param img: A pillow image
        :param building_id: A building_id,
                        in order to be able to modify the UV later
        :rtype node: The tree by returning the calling node
                    when the image is insert in it. It is computed recursively.
        &#34;&#34;&#34;
        if not self.isLeaf():
            newNode = self.child[0].insert(img, building_id)

            if newNode is not None:
                self.child[0] = newNode
                return self
            else:
                newNode = self.child[1].insert(img, building_id)
                if newNode is not None:
                    self.child[1] = newNode
                    return self
                else:
                    return None
        else:
            # return None if the current Node already has an image
            if self.image is not None:
                return None

            # If the current image perfectly fits, we stop the insertion here
            # and add the current image to the current node
            if self.rect.perfect_fits(img):
                self.building_id = building_id
                self.image = img
                return self

            # If the current image does not fit in the current node, we can not
            # insert the image in further child nodes
            if not self.rect.fits(img):
                return None

            # If the current rectangle is bigger than the image, we then need to
            # create two child nodes, and insert the image in the first one
            self.child[0] = Node()
            self.child[1] = Node()

            width, height = img.size

            # Compute the difference in height and widht between the current
            # rectangle and image to insert in order to cut the current rectangle
            # either in vertical or horizontal and create two child nodes.
            dw = self.rect.get_width() - width
            dh = self.rect.get_height() - height

            if dw &gt;= dh:
                self.child[0].rect = Rectangle(
                    self.rect.get_left(),
                    self.rect.get_top(),
                    self.rect.get_left() + width,
                    self.rect.get_bottom())
                self.child[1].rect = Rectangle(
                    self.rect.get_left() + width + 1,
                    self.rect.get_top(),
                    self.rect.get_right(),
                    self.rect.get_bottom())
            if dw &lt; dh:
                self.child[0].rect = Rectangle(
                    self.rect.get_left(),
                    self.rect.get_top(),
                    self.rect.get_right(),
                    self.rect.get_top() + height)
                self.child[1].rect = Rectangle(
                    self.rect.get_left(),
                    self.rect.get_top() + height + 1,
                    self.rect.get_right(),
                    self.rect.get_bottom())

            # The first child is created in a way that the image always can be
            # inserted in it.
            self.child[0].insert(img, building_id)
            return self

    def createAtlasImage(self, city_objects_with_gmlid_key, tile_number):
        &#34;&#34;&#34;
        :param city_objects_with_gmlid_key: the geometry of the tile retrieved
                        from the database.
                        It is a dictionnary, with building_id as key,
                        and triangles as value. The triangles position must be
                        in triangles[0] and the UV must be in
                        triangles[1]
        :param tile_number: the tile number
        &#34;&#34;&#34;
        atlasImg = Image.new(
            &#39;RGB&#39;,
            (self.rect.get_width(), self.rect.get_height()),
            color=&#39;black&#39;)

        self.fillAtlasImage(atlasImg, city_objects_with_gmlid_key)
        atlas_id = &#39;ATLAS_&#39; + str(tile_number) + Texture.format
        atlasImg.save(Path(Texture.folder, &#39;tiles&#39;, atlas_id), quality=Texture.quality, compress_level=Texture.compress_level)
        return atlas_id

    def fillAtlasImage(self, atlasImg, city_objects_with_gmlid_key):
        &#34;&#34;&#34;
        :param atlasImg: An empty pillow image that will be filled
                        with each textures in the tree
        :param city_objects_with_gmlid_key: the geometry of the tile retrieved
                        from the database.
                        It is a dictionnary, with building_id as key,
                        and triangles as value. The triangles position must be
                        in triangles[0] and the UV must be in
                        triangles[1]
        &#34;&#34;&#34;
        if self.isLeaf():
            if self.image is not None:
                atlasImg.paste(
                    self.image,
                    (self.rect.get_left(), self.rect.get_top())
                )

                self.updateUv(
                    city_objects_with_gmlid_key[self.building_id].triangles[1],
                    self.image,
                    atlasImg)
        else:
            self.child[0].fillAtlasImage(atlasImg, city_objects_with_gmlid_key)
            self.child[1].fillAtlasImage(atlasImg, city_objects_with_gmlid_key)

    def updateUv(self, uvs, oldTexture, newTexture):
        &#34;&#34;&#34;
        :param uvs : an UV array
        :param oldTexture : a pillow image, representing the old texture
                        associated to the uvs
        :param newTexture : a pillow image, representing the new texture
        &#34;&#34;&#34;
        oldWidth, oldHeight = (oldTexture.size)
        newWidth, newHeight = (newTexture.size)

        ratioWidth = oldWidth / newWidth
        ratioHeight = oldHeight / newHeight

        offsetWidth = (self.rect.get_left() / newWidth)
        offsetHeight = (self.rect.get_top() / newHeight)

        for i in range(0, len(uvs)):
            for y in range(0, 3):
                new_u = (uvs[i][y][0] * ratioWidth) + offsetWidth
                new_v = (uvs[i][y][1] * ratioHeight) + offsetHeight
                uvs[i][y] = np.array([new_u, new_v])</code></pre>
</details>
<h3>Class variables</h3>
<dl>
<dt id="py3dtilers.Texture.atlas_node.Node.tile_number"><code class="name">var <span class="ident">tile_number</span></code></dt>
<dd>
<div class="desc"></div>
</dd>
</dl>
<h3>Methods</h3>
<dl>
<dt id="py3dtilers.Texture.atlas_node.Node.createAtlasImage"><code class="name flex">
<span>def <span class="ident">createAtlasImage</span></span>(<span>self, city_objects_with_gmlid_key, tile_number)</span>
</code></dt>
<dd>
<div class="desc"><p>:param city_objects_with_gmlid_key: the geometry of the tile retrieved
from the database.
It is a dictionnary, with building_id as key,
and triangles as value. The triangles position must be
in triangles[0] and the UV must be in
triangles[1]
:param tile_number: the tile number</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def createAtlasImage(self, city_objects_with_gmlid_key, tile_number):
    &#34;&#34;&#34;
    :param city_objects_with_gmlid_key: the geometry of the tile retrieved
                    from the database.
                    It is a dictionnary, with building_id as key,
                    and triangles as value. The triangles position must be
                    in triangles[0] and the UV must be in
                    triangles[1]
    :param tile_number: the tile number
    &#34;&#34;&#34;
    atlasImg = Image.new(
        &#39;RGB&#39;,
        (self.rect.get_width(), self.rect.get_height()),
        color=&#39;black&#39;)

    self.fillAtlasImage(atlasImg, city_objects_with_gmlid_key)
    atlas_id = &#39;ATLAS_&#39; + str(tile_number) + Texture.format
    atlasImg.save(Path(Texture.folder, &#39;tiles&#39;, atlas_id), quality=Texture.quality, compress_level=Texture.compress_level)
    return atlas_id</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.atlas_node.Node.fillAtlasImage"><code class="name flex">
<span>def <span class="ident">fillAtlasImage</span></span>(<span>self, atlasImg, city_objects_with_gmlid_key)</span>
</code></dt>
<dd>
<div class="desc"><p>:param atlasImg: An empty pillow image that will be filled
with each textures in the tree
:param city_objects_with_gmlid_key: the geometry of the tile retrieved
from the database.
It is a dictionnary, with building_id as key,
and triangles as value. The triangles position must be
in triangles[0] and the UV must be in
triangles[1]</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def fillAtlasImage(self, atlasImg, city_objects_with_gmlid_key):
    &#34;&#34;&#34;
    :param atlasImg: An empty pillow image that will be filled
                    with each textures in the tree
    :param city_objects_with_gmlid_key: the geometry of the tile retrieved
                    from the database.
                    It is a dictionnary, with building_id as key,
                    and triangles as value. The triangles position must be
                    in triangles[0] and the UV must be in
                    triangles[1]
    &#34;&#34;&#34;
    if self.isLeaf():
        if self.image is not None:
            atlasImg.paste(
                self.image,
                (self.rect.get_left(), self.rect.get_top())
            )

            self.updateUv(
                city_objects_with_gmlid_key[self.building_id].triangles[1],
                self.image,
                atlasImg)
    else:
        self.child[0].fillAtlasImage(atlasImg, city_objects_with_gmlid_key)
        self.child[1].fillAtlasImage(atlasImg, city_objects_with_gmlid_key)</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.atlas_node.Node.get_tile_number"><code class="name flex">
<span>def <span class="ident">get_tile_number</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def get_tile_number(self):
    return self.node_number</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.atlas_node.Node.insert"><code class="name flex">
<span>def <span class="ident">insert</span></span>(<span>self, img, building_id)</span>
</code></dt>
<dd>
<div class="desc"><p>:param img: A pillow image
:param building_id: A building_id,
in order to be able to modify the UV later
:rtype node: The tree by returning the calling node
when the image is insert in it. It is computed recursively.</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def insert(self, img, building_id):
    &#34;&#34;&#34;
    :param img: A pillow image
    :param building_id: A building_id,
                    in order to be able to modify the UV later
    :rtype node: The tree by returning the calling node
                when the image is insert in it. It is computed recursively.
    &#34;&#34;&#34;
    if not self.isLeaf():
        newNode = self.child[0].insert(img, building_id)

        if newNode is not None:
            self.child[0] = newNode
            return self
        else:
            newNode = self.child[1].insert(img, building_id)
            if newNode is not None:
                self.child[1] = newNode
                return self
            else:
                return None
    else:
        # return None if the current Node already has an image
        if self.image is not None:
            return None

        # If the current image perfectly fits, we stop the insertion here
        # and add the current image to the current node
        if self.rect.perfect_fits(img):
            self.building_id = building_id
            self.image = img
            return self

        # If the current image does not fit in the current node, we can not
        # insert the image in further child nodes
        if not self.rect.fits(img):
            return None

        # If the current rectangle is bigger than the image, we then need to
        # create two child nodes, and insert the image in the first one
        self.child[0] = Node()
        self.child[1] = Node()

        width, height = img.size

        # Compute the difference in height and widht between the current
        # rectangle and image to insert in order to cut the current rectangle
        # either in vertical or horizontal and create two child nodes.
        dw = self.rect.get_width() - width
        dh = self.rect.get_height() - height

        if dw &gt;= dh:
            self.child[0].rect = Rectangle(
                self.rect.get_left(),
                self.rect.get_top(),
                self.rect.get_left() + width,
                self.rect.get_bottom())
            self.child[1].rect = Rectangle(
                self.rect.get_left() + width + 1,
                self.rect.get_top(),
                self.rect.get_right(),
                self.rect.get_bottom())
        if dw &lt; dh:
            self.child[0].rect = Rectangle(
                self.rect.get_left(),
                self.rect.get_top(),
                self.rect.get_right(),
                self.rect.get_top() + height)
            self.child[1].rect = Rectangle(
                self.rect.get_left(),
                self.rect.get_top() + height + 1,
                self.rect.get_right(),
                self.rect.get_bottom())

        # The first child is created in a way that the image always can be
        # inserted in it.
        self.child[0].insert(img, building_id)
        return self</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.atlas_node.Node.isLeaf"><code class="name flex">
<span>def <span class="ident">isLeaf</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def isLeaf(self):
    return (self.child[0] is None and self.child[1] is None)</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.atlas_node.Node.set_tile_number"><code class="name flex">
<span>def <span class="ident">set_tile_number</span></span>(<span>self)</span>
</code></dt>
<dd>
<div class="desc"></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def set_tile_number(self):
    self.node_number = Node.tile_number
    Node.tile_number += 1</code></pre>
</details>
</dd>
<dt id="py3dtilers.Texture.atlas_node.Node.updateUv"><code class="name flex">
<span>def <span class="ident">updateUv</span></span>(<span>self, uvs, oldTexture, newTexture)</span>
</code></dt>
<dd>
<div class="desc"><p>:param uvs : an UV array
:param oldTexture : a pillow image, representing the old texture
associated to the uvs
:param newTexture : a pillow image, representing the new texture</p></div>
<details class="source">
<summary>
<span>Expand source code</span>
</summary>
<pre><code class="python">def updateUv(self, uvs, oldTexture, newTexture):
    &#34;&#34;&#34;
    :param uvs : an UV array
    :param oldTexture : a pillow image, representing the old texture
                    associated to the uvs
    :param newTexture : a pillow image, representing the new texture
    &#34;&#34;&#34;
    oldWidth, oldHeight = (oldTexture.size)
    newWidth, newHeight = (newTexture.size)

    ratioWidth = oldWidth / newWidth
    ratioHeight = oldHeight / newHeight

    offsetWidth = (self.rect.get_left() / newWidth)
    offsetHeight = (self.rect.get_top() / newHeight)

    for i in range(0, len(uvs)):
        for y in range(0, 3):
            new_u = (uvs[i][y][0] * ratioWidth) + offsetWidth
            new_v = (uvs[i][y][1] * ratioHeight) + offsetHeight
            uvs[i][y] = np.array([new_u, new_v])</code></pre>
</details>
</dd>
</dl>
</dd>
</dl>
</section>
</article>
<nav id="sidebar">
<h1>Index</h1>
<div class="toc">
<ul></ul>
</div>
<ul id="index">
<li><h3>Super-module</h3>
<ul>
<li><code><a title="py3dtilers.Texture" href="index.html">py3dtilers.Texture</a></code></li>
</ul>
</li>
<li><h3><a href="#header-classes">Classes</a></h3>
<ul>
<li>
<h4><code><a title="py3dtilers.Texture.atlas_node.Node" href="#py3dtilers.Texture.atlas_node.Node">Node</a></code></h4>
<ul class="two-column">
<li><code><a title="py3dtilers.Texture.atlas_node.Node.createAtlasImage" href="#py3dtilers.Texture.atlas_node.Node.createAtlasImage">createAtlasImage</a></code></li>
<li><code><a title="py3dtilers.Texture.atlas_node.Node.fillAtlasImage" href="#py3dtilers.Texture.atlas_node.Node.fillAtlasImage">fillAtlasImage</a></code></li>
<li><code><a title="py3dtilers.Texture.atlas_node.Node.get_tile_number" href="#py3dtilers.Texture.atlas_node.Node.get_tile_number">get_tile_number</a></code></li>
<li><code><a title="py3dtilers.Texture.atlas_node.Node.insert" href="#py3dtilers.Texture.atlas_node.Node.insert">insert</a></code></li>
<li><code><a title="py3dtilers.Texture.atlas_node.Node.isLeaf" href="#py3dtilers.Texture.atlas_node.Node.isLeaf">isLeaf</a></code></li>
<li><code><a title="py3dtilers.Texture.atlas_node.Node.set_tile_number" href="#py3dtilers.Texture.atlas_node.Node.set_tile_number">set_tile_number</a></code></li>
<li><code><a title="py3dtilers.Texture.atlas_node.Node.tile_number" href="#py3dtilers.Texture.atlas_node.Node.tile_number">tile_number</a></code></li>
<li><code><a title="py3dtilers.Texture.atlas_node.Node.updateUv" href="#py3dtilers.Texture.atlas_node.Node.updateUv">updateUv</a></code></li>
</ul>
</li>
</ul>
</li>
</ul>
</nav>
</main>
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